-"To combat the growing threat of the SSU airpower a few of the more enterprising axis field commanders made modifications to the ubiquitous medium Panzerkampflaufer frame. By removing the Kampfzange from the Luther and adding a second 5cm Flak 43 cannon a fearsome weapon platform was created.
This layout is dangerous to both helicopters and infantry, units fielded by the SSU in increasingly larger numbers.
Although the Doppel-Flak 43 offers some anti-armour capabilities, an unsupported fire-fight with an enemy walker is ill-adviced and will likely see the Panzer damaged or destroyed.
The "Flak-Luther", as the Panzer pattern has been aptly named by the troops employing with it, admittingly is an unsanctioned Medium Panzer pattern but it's the opinion of this author that it's best to keep a blinds eye to it's unautherized use. Still only used in limited numbers by a select few commanders, it's progress in the field should be closely monitored, as the first field results show a remarkable succes rate.
Synopsis: If the "Flak-Luther" is as useful a weapon as first combat engagements have indicated High Command should consider adopting this layout in the Axis inventory."-
-A short excerpt of "A treaty on field-modification and adaptive tactics on the Eastern Front ."
by major Reinhardt Braun, presently attached to Feld Kriegs-Unterricht detachemant .-
"Flak-Luther"
move: 6
Type: Vehicle 4
DC:4
Base Cost: 45 AP
Basic Unit: 1 Medium Combat Walker
Weapons: Doppel-Flak 43 (F), and Turret MG 44.
Special abilities: Rare, Unsanctioned Pattern
Soldier Vehicle Air
1 2 3 4 1 2 3 4 5 6 7 1 2 3
MG44: 16" 6/1 3/1 1/1 - 2/1 1/1 - - - - - 1/1 1/1 1/1
Doppel-Flak 43: 36" 9/1 7/1 5/1 3/1 4/1 4/1 3/1 2/1 - - - 5/1 5/1 4/1
Rare: the force may only include 1 unit with this special ability,
Unsanctioned Pattern: If a "Flak-Luther" is fielded then the platoon upgrade Extra Panzer may not be taken in the force.
Designers note:
I was hesitant to post the rules to the Flak-Luther as i love home-made rules that enrich the community and make people able to play with there toys, but i don't want to lauch something over-powered and/or changing the game balance.
In the text above it's indicated that the reason for this pattern is to have a powerfull weapon against the SSU, in reality i wrote these rules because i wanted to be able to field the model. After watching the BOLS video you'll see how easy it is to convert the Loth, and then you're left with 2 Flak cannons that perfectly fit the Axis chassis and are very cool looking. (But i speculate that in a war weapons are build to fulfil combat needs, not because they look cool, so that's the angle in the fluff
)
My reason for the dual weapons is that all Axis medium walkers have 1 primary (long-range) weapon and 1 MG, where the Allies have 1 primary weapon (Steel-Rain excluded) and 2 MGs. Adding 2 separate Flak 43s would break that mold and be too powerfull in damage output and targeting flexibility, so that was out of the question.
The Doppel-Flak's damage output against infantry is slightly better (+1 point against A2,A3 and A4) then that of the Allies light walker Wildfire. The AA capabilities are slightly worse (minus 1 point vs AA3) then those of the Wildfire and the Axis light walker Hans.
Against armour there is an improvement in the damage of the DoppelFlak 43 vs the single Flak 43 (+1 point vs V1, V2 and V3) but not versus Armour 4 vehicles, as i didn't want to change it's battlefield role.
Also to limit it's availabity and prevent spam it's got the 2 special abilities Rare and Unsanctioned Pattern .
The cost was set at 45 AP because the most expensive Axis Medium Walker is 40 point and to be safe 5 points were added to that.
For 45 AP you could also buy a Hans and a Heinrich, or 2 Heinrichs + Extra Panzer upgrade for 50 AP.
I don't think it's overpowered but i don't think it's weak either as the range and flexible damage output on a Armour 4 chassis make it a usefull unit. And i some circumstances i can be very poweful.
These rules were written for games between friends but after observing several posts about home-brew rules in other threads i deceided to share and ask your opinions.
So what do you think, make these rules the Flak-Luther playable, overpowered, under-powered, useless or worse even.. boring?
).